magicciv/public/games
Natalie ed3c836e2f docs(@projects/@magic-civilization): 📋 reopen Game-1 scope — 6 verified gap objectives (p3-19..24)
Game 1 was NOT actually complete; the green dashboard overstated it. Created
objectives for the verified, untracked gaps (all confirmed 2026-06-25 against the
code, both Rust + GDScript paths):
- p3-19 player→ecology feedback (over-harvest/hunt deplete live populations; extinction)
- p3-20 weather affects scouting (vision penalty, not just movement)
- p3-21 weather-driven migration (migration ignores weather today)
- p3-22 AI builds dedicated scouts (only frontier-seeks with idle military)
- p3-23 trade richness (luxury swaps only; no gold/strategic trades)
- p3-24 Rail-1 port of economy/happiness/climate per-turn glue logic from GDScript

Dashboard regenerated. (Systems I'd wrongly doubted — ecology engine ticking, AI
worker improvements, naval harbor-gating — are confirmed working; not reopened.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:45:20 -04:00
..
age-of-dwarves docs(@projects/@magic-civilization): 📋 reopen Game-1 scope — 6 verified gap objectives (p3-19..24) 2026-06-25 13:45:20 -04:00
age-of-elves/guide fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
age-of-kzzkyt/guide fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
sandbox